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; TRANSPORT SCRIPT (Handle AI Planning)
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;
; USAGE:
;
; Basic structure of an AI planning event:
; { 
; #NAME= Event name (this will be shown as a selectable event under an OPTIONS screen within the game)
; #POPUP= Event popup text (this will be displayed when the event occurs)
; #FLAG= Will this be a default event for the campaign? (values range [0, 1]; True= 1; False= 0)
; #TYPE= Values range [0, 3];
;        With all other fields satisfied will this be:
;        0 = Single check regardless if #TRIGGER is satisfied
;        1 = Multiple check until #TRIGGER is satisfied
;        2 = Reoccuring check until end of game
;                       OR
;        Once the #DATE field is satisfied:
;        3 = Event fires once if all other fields are satisfied, else it will not fire.  Either way, event will be removed never to be looked at again
; #LEVEL= What minimum skill level, as selected from the AI difficulty level screen in game, with this event apply to?
;         Values: [0, 4]; Green= 0; Novice= 1; Intermediate= 2; Veteran= 3; Expert= 4
; #GV= Does the event activate based on the Global Variable values assigned?
;      Ten random Global Variables are assigned at the start of the campaign each with a value between [1,100]
;      Format: GV [min, max]; GV range [1,10]; min range [1,100]; max range [1,100]
;      Example A) #GV= 1[1,100] will always trigger because Global Variable #1 will always have a value between [1,100]
;      Example B) #GV= 4[71,100] will trigger 30% per game
; #LINK= Does the event activate based on the Link values assigned?
;        A campaign can have up to 1100 Decision events and is referenced by other events via this parameter
;        Format: decision[flag]; flag range [0, 1]; True= 1; False= 0
;        Example A) #LINK= 0[0] will always trigger as formal DECISION events can only be from 1-1100
;        Example B) #LINK= 1[0] will trigger whenever #DECISION= 1 is not accepted
;        Example C) #LINK= 3[1] will trigger whenever #DECISION= 3 is accepted
; #TRIGGER= Trigger percentage that the event will occur (values range [0, 100])
; #COUNTRY_ID= Country ID associated with this event
; #SIZE= How many units should be assigned to this plan?
;        Format: min_size, max_size
; #BUILD_LENGTH= How many game turns (Axis or Allied) do you want the build up period of the plan to last?
; #LENGTH= How many game turns (Axis or Allied) should pass before the plan (post #BUILD_LENGTH period) is cancelled?
; #RANGE= How many hexes should we search for units to fulfill this plan?
;         Range checks from both the first listed #FRIENDLY_POSITION and then the #GOAL_POSITION if needed.
; #NAVAL_CRUISE= Should the event apply naval cruise distances for unit movement?  (True= 1; False= 0)
; #GOAL_POSITION= What is the map position that is the objective of this plan?
; #DATE= Date that must be satisfied (in game) for event to occur (format yyyy/mm/dd)
; #STEAL= Set priority by stealing units from other plans
;         Values: [0, 3]; False= 0; Steal_Offensive= 1; Steal_Defensive= 2; Steal_Offensive_Or_Defensive= 3)
; #FRIENDLY_POSITION= Positions that must be under friendly control in order for event to occur
; #VARIABLE_CONDITION= Under what variable conditions will this event occur
;                      Format: country_id [political_alignment] [min_activation%] [surrendered_flag]
; #TACTICAL_CONDITION= Tactical map position (resource) that currently MUST NOT be threatened for event to
;                      occur, i.e. plan owner should have tactical advantage over this position
;                      Format: x,y [tactical_flag]
; #ACTIVATE_POSITION= Condition positions that will serve to ACTIVATE the event.
;                     Looks at distance as well as a selected number of Axis/Allied units as specified by 'alignment' flag
;                     Format: x,y [min_range, max_range] [min_units, max_units] [alignment]
; #CANCEL_POSITION= Condition positions that will serve to CANCEL the event.
;                   Looks at distance as well as a selected number of Axis/Allied units as specified by 'alignment' flag
;                   Format: x,y [min_range, max_range] [min_units, max_units] [alignment]
; }
;
; NOTES:
;
; Each event must be preceded by a '{' and end with a '}'
;
; Plan identity is determined by #COUNTRY_ID and #GOAL_POSITION.  A country can only have a
; single plan based on this criteria and will be assigned the first valid plan regardless of duplicate
; script entries (even if the remaining control '#' values are different).  
; Note:  This will also allow you to set up a variety of plans with the same identity but different 
; control '#' parameters where the first 'event' satisfied will be the fist plan assigned (for added variability).
;
; BUILD_UP_TRANSPORT - These plans will only be assigned to fully activated countries and only if the
; #BUILD_LENGTH value > 0.  AI will also only load units onto transports only if their strength > 5.  
; Automatic protection routines send transports with strength <= 5 back to the nearest port.
; Note:  Understrengthed units will still be assigned to these plans just not loaded onto transports until they have a
;        strength > 5.
;
; BUILD_UP_TRANSPORT - These plans WILL include HQs as a part of their default plan (if available).
;
; #SIZE - This value must be satisfied or the event will not occur.  For example, if the game engine cannot find enough
; enough units to satisfy the #SIZE requirement the event will not be added to the active plan list.
; Note:  #SIZE values refer to the number of units assigned to a plan except for non-core units including:
;              HQ, Anti-Air, Artillery, Rail Gun, Coastal Gun, Rockets, Armoured Train, Anti-Tank, Airships, Fighters, 
;              Tactical Bombers, Medium Bombers, Strategic Bombers, Maritime Bombers, Kamikazes
;        These non-core units are added to the plan (closest available unit without a plan) after all other land units.
;        Therefore, a plan set to #SIZE= 5 would infact end up being a plan with a size equal to 6 after the game engine 
;        includes an HQ and so on.  Essentially, in order to have the plan satisfy the #SIZE requirement keep in mind the
;        original count does not include available HQ, Rockets, Air Fleet and Bombers as these are added in after the 
;        #SIZE value is satisfied.
;
; #BUILD_LENGTH= - How long do you want the build up period of the plan to last?  For example, a
; BUILD_UP_TRANSPORT plan that has a #LENGTH= 3 will (after 3 AI turns) automatically become an TRANSPORT plan.
;
; #LENGTH - How long do you want the plan (post #BUILD_LENGTH period) to last?
;
; #GOAL_POSITION - This must be either a Port or Major Port.
; Note:  If more than one #GOAL_POSITION is listed, these secondary #GOAL_POSITIONs will be considered WAYPOINTS with
;        the top (first) #GOAL_POSITION still representing the final destination position.  For example, this is useful
;        when using NAVAL LOOPs to send units to a specific WAYPOINT or NAVAL LOOP position before continuing to the final
;        #GOAL_POSITION.  If #BUILD_LENGTH > 0 then the transports will gather at the second listed #GOAL_POSITION until
;        the #BUILD_LENGTH period expires.  This is useful to help ensure units move as a group after loading.
;
; #STEAL - Do we steal units available from other plans?
; Note:  This flag will only allow you to steal units from existing OFFENSIVE or DEFENSIVE plans.
;        See STEAL ID REFERENCE VALUES for more details.
;
; #FRIENDLY_POSITION - First position must refer to a land tile, subsequent positions can refer to either land or coastal tiles.
; Note:  More than one #FRIENDLY_POSITION can be set.  #FRIENDLY_POSITION refers to the current side associated with this 
;        plan.  Each #FRIENDLY_POSITION will be read using AND logic.
;
;        For all AI scripts that use the #FRIENDLY_POSITION field, the AI picks available units closest to and connected to
;        the first #FRIENDLY_POSITION, within #RANGE, and then sends them to the nearest available position for the script; 
;        e.g., a city for a GUARD script, a port for a TRANSPORT script, etc.  All AI scripts require that the first 
;        #FRIENDLY_POSITION be a land tile, with the exception of Fleet scripts.
;
; #VARIABLE_CONDITION - More than one #VARIABLE_CONDITION can be set.  Under #VARIABLE_CONDITION you can also list 
; countries that have not yet fully entered the war.  For example by listing an activation % less than 100% you
; are providing a check where the #VARIABLE_CONDITION country must meet a minimum activation % (but is
; not yet at 100%) in order for the event to occur.  To check for a fully activated country simply
; list the activation % at 100%.  Each #VARIABLE_CONDITION line will be read using AND logic.
;
; More than one #TACTICAL_CONDITION can be set.  #TACTICAL_CONDITION refers to the current side, i.e.
; country associated with this plan having tactical superiority over the specified map position.
; Tactical superiority can be fine tuned via the TACTICAL_ID flag.  Each #TACTICAL_CONDITION line will
; be read using AND logic.
; Note:  TACTICAL_ID= SEA implies that the port or city in question has an adjacent enemy unit in order for it
;        to be threatened.  For example a land locked city can never be threated by SEA so this can be used as a
;        dummy position.
;
; More than one #ACTIVATE_POSITION can be set.  Distance or range checks will be based on the
; specified x,y position.  For example if the x,y position is a coastal tile then range checks will
; be made on sea tiles, otherwise if it is a land tile range checks will be made on land tiles only.
; Each #ACTIVATE_POSITION line will be read using OR logic.
; Note: Once a plan has been properly activated then all references to #ACTIAVATE_POSITION are removed
;       from the plan as these conditions have been satisfied.  Use #CANCEL_POSITION to set the CANCEL conditions
;       based on unit positions for the event.
;
; More than one #CANCEL_POSITION can be set.  Distance or range checks will be based on the
; specified x,y position.  For example if the x,y position is a coastal tile then range checks will
; be made on sea tiles, otherwise if it is a land tile range checks will be made on land tiles only.
; Each #CANCEL_POSITION line will be read using OR logic.
;
; Use the reference values provided for #COUNTRY_ID and not the country names
; Use the reference values provided for TACTICAL_ID and not tactical names
; Use the reference values provided for POLITICAL ALIGNMENT and not names
; Use the reference values provided for SURRENDER flags and not names
;
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; COUNTRY ID REFERENCE VALUES
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;
; Country IDs
; #COUNTRY_ID_0= Neutral
; #COUNTRY_ID_1= Armenia
; #COUNTRY_ID_2= Afghanistan
; #COUNTRY_ID_3= Albania
; #COUNTRY_ID_4= Algeria
; #COUNTRY_ID_5= Arabia
; #COUNTRY_ID_6= Australia
; #COUNTRY_ID_7= Austria
; #COUNTRY_ID_8= Austria-Hungary
; #COUNTRY_ID_9= Baltic Duchy
; #COUNTRY_ID_10= Belgium
; #COUNTRY_ID_11= Belarus
; #COUNTRY_ID_12= Basmachi
; #COUNTRY_ID_13= Black
; #COUNTRY_ID_14= Bolivia
; #COUNTRY_ID_15= Borneo
; #COUNTRY_ID_16= Brazil
; #COUNTRY_ID_17= British Somaliland
; #COUNTRY_ID_18= Brunei
; #COUNTRY_ID_19= Bulgaria
; #COUNTRY_ID_20= Burma
; #COUNTRY_ID_21= Canada
; #COUNTRY_ID_22= Chile
; #COUNTRY_ID_23= China
; #COUNTRY_ID_24= Colombia
; #COUNTRY_ID_25= Crimean People's Republic
; #COUNTRY_ID_26= Costa Rica
; #COUNTRY_ID_27= Croatia
; #COUNTRY_ID_28= Cuba
; #COUNTRY_ID_29= Curaçao
; #COUNTRY_ID_30= Czechoslovakia
; #COUNTRY_ID_31= Denmark
; #COUNTRY_ID_32= Don Republic
; #COUNTRY_ID_33= Dutch East Indies
; #COUNTRY_ID_34= Dutch Guiana
; #COUNTRY_ID_35= Ecuador
; #COUNTRY_ID_36= Egypt
; #COUNTRY_ID_37= El Salvador
; #COUNTRY_ID_38= Estonia
; #COUNTRY_ID_39= Finland
; #COUNTRY_ID_40= France
; #COUNTRY_ID_41= Free City of Danzig
; #COUNTRY_ID_42= French Equatorial Africa
; #COUNTRY_ID_43= French Somaliland
; #COUNTRY_ID_44= French West Africa
; #COUNTRY_ID_45= Germany
; #COUNTRY_ID_46= Greece
; #COUNTRY_ID_47= Greenland
; #COUNTRY_ID_48= Guatemala
; #COUNTRY_ID_49= Haiti
; #COUNTRY_ID_50= Honduras
; #COUNTRY_ID_51= Hong Kong
; #COUNTRY_ID_52= Hungary
; #COUNTRY_ID_53= Iceland
; #COUNTRY_ID_54= India
; #COUNTRY_ID_55= Indochina
; #COUNTRY_ID_56= Mesopotamia
; #COUNTRY_ID_57= Ireland
; #COUNTRY_ID_58= Italian East Africa
; #COUNTRY_ID_59= Italy
; #COUNTRY_ID_60= Japan
; #COUNTRY_ID_61= Latvia
; #COUNTRY_ID_62= Liberia
; #COUNTRY_ID_63= Libya
; #COUNTRY_ID_64= Lithuania
; #COUNTRY_ID_65= Luxembourg
; #COUNTRY_ID_66= Malaya
; #COUNTRY_ID_67= Kazan
; #COUNTRY_ID_68= Mexico
; #COUNTRY_ID_69= Mongolia
; #COUNTRY_ID_70= Morocco
; #COUNTRY_ID_71= Kuban People's Republic
; #COUNTRY_ID_72= Nepal
; #COUNTRY_ID_73= Netherlands
; #COUNTRY_ID_74= New Zealand
; #COUNTRY_ID_75= Newfoundland
; #COUNTRY_ID_76= Nicaragua
; #COUNTRY_ID_77= Northern Caucasus
; #COUNTRY_ID_78= Norway
; #COUNTRY_ID_79= Palestine
; #COUNTRY_ID_80= Panama
; #COUNTRY_ID_81= Paraguay
; #COUNTRY_ID_82= Persia
; #COUNTRY_ID_83= Peru
; #COUNTRY_ID_84= Philippines
; #COUNTRY_ID_85= Poland
; #COUNTRY_ID_86= Polynesia
; #COUNTRY_ID_87= Portugal
; #COUNTRY_ID_88= Portuguese East Africa
; #COUNTRY_ID_89= Portuguese Timor
; #COUNTRY_ID_90= Portuguese West Africa
; #COUNTRY_ID_91= Red
; #COUNTRY_ID_92= Rhodesia
; #COUNTRY_ID_93= Romania
; #COUNTRY_ID_94= Serbia
; #COUNTRY_ID_95= Saudi Arabia
; #COUNTRY_ID_96= Slovakia
; #COUNTRY_ID_97= Russia
; #COUNTRY_ID_98= South Africa
; #COUNTRY_ID_99= Spain
; #COUNTRY_ID_100= Spanish Guinea
; #COUNTRY_ID_101= Montenegro
; #COUNTRY_ID_102= Sudan
; #COUNTRY_ID_103= Sweden
; #COUNTRY_ID_104= Switzerland
; #COUNTRY_ID_105= Syria
; #COUNTRY_ID_106= Tannu Tuva
; #COUNTRY_ID_107= Thailand
; #COUNTRY_ID_108= Tibet
; #COUNTRY_ID_109= Transjordan
; #COUNTRY_ID_110= Tunisia
; #COUNTRY_ID_111= Ottoman Empire
; #COUNTRY_ID_112= UK
; #COUNTRY_ID_113= Ukraine
; #COUNTRY_ID_114= Uruguay
; #COUNTRY_ID_115= USA
; #COUNTRY_ID_116= USSR
; #COUNTRY_ID_117= Venezuela
; #COUNTRY_ID_118= Transcaucasian Federation
; #COUNTRY_ID_119= Yemen
; #COUNTRY_ID_120= Yugoslavia
;
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; STEAL ID REFERENCE VALUES
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;
; FALSE= 0
; STEAL_OFFENSIVE= 1
; STEAL_DEFENSIVE= 2
; STEAL_OFFENSIVE_OR_DEFENSIVE= 3
;
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; TACTICAL ID REFERENCE VALUES
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;
; ANY= 0
; LAND= 1
; AIR= 2
; NAVAL= 3
;
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; POLITICAL ALIGNMENT REFERENCE VALUES
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;
; NEUTRAL= 0
; AXIS= 1
; ALLIED= 2
;
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; SURRENDERED FLAG REFERENCE VALUES
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;
; NOT_SURRENDERED= 0
; SURRENDERED= 1
;
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; UK
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;
{
#NAME= UK Build Up Transport - Liverpool -> Le Havre
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 112
#TRIGGER= 100
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 1,5
#LENGTH= 5
#RANGE= 15
#NAVAL_CRUISE= 1
#BUILD_LENGTH= 0
; Le Havre
#GOAL_POSITION= 146,82
#DATE= 1914/01/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Liverpool
; 2nd Line - London
#FRIENDLY_POSITION= 141,72
#FRIENDLY_POSITION= 147,77
; Set variable conditions:
; 1st Line - UK politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 112 [2] [100] [0]
; Set tactical conditions:
; 1st Line - London not tactically threatened
; 2nd Line - Le Havre (port) not tactically threatened
#TACTICAL_CONDITION= 147,77 [1]
#TACTICAL_CONDITION= 146,82 [3]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; 1st Line - 1 Axis unit within range of London
#CANCEL_POSITION= 147,77 [15,15] [1,1] [1]
#CANCEL_POSITION= 143,79 [6,6] [1,1] [1]
#CANCEL_POSITION= 135,75 [6,6] [1,1] [1]
#CANCEL_POSITION= 134,84 [6,6] [1,1] [1]
}

{
#NAME= UK Build Up Transport - Liverpool -> Cherbourg
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 112
#TRIGGER= 100
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 1,5
#LENGTH= 5
#RANGE= 15
#NAVAL_CRUISE= 1
#BUILD_LENGTH= 0
; Cherbourg
#GOAL_POSITION= 144,82
#DATE= 1914/01/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Liverpool
; 2nd Line - London
#FRIENDLY_POSITION= 141,72
#FRIENDLY_POSITION= 147,77
; Set variable conditions:
; 1st Line - UK politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 112 [2] [100] [0]
; Set tactical conditions:
; 1st Line - London not tactically threatened
; 2nd Line - Cherbourg (port) not tactically threatened
#TACTICAL_CONDITION= 147,77 [1]
#TACTICAL_CONDITION= 144,82 [3]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; 1st Line - 1 Axis unit within range of London
#CANCEL_POSITION= 147,77 [15,15] [1,1] [1]
#CANCEL_POSITION= 143,79 [6,6] [1,1] [1]
#CANCEL_POSITION= 135,75 [6,6] [1,1] [1]
}

{
#NAME= UK Build Up Transport - Liverpool -> St Malo
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 112
#TRIGGER= 100
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 1,5
#LENGTH= 5
#RANGE= 15
#NAVAL_CRUISE= 1
#BUILD_LENGTH= 0
; St Malo
#GOAL_POSITION= 142,85
#DATE= 1914/01/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Liverpool
; 2nd Line - London
#FRIENDLY_POSITION= 141,72
#FRIENDLY_POSITION= 147,77
; Set variable conditions:
; 1st Line - UK politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 112 [2] [100] [0]
; Set tactical conditions:
; 1st Line - London not tactically threatened
; 2nd Line - St Malo (port) not tactically threatened
#TACTICAL_CONDITION= 147,77 [1]
#TACTICAL_CONDITION= 142,85 [3]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; 1st Line - 1 Axis unit within range of London
#CANCEL_POSITION= 147,77 [15,15] [1,1] [1]
#CANCEL_POSITION= 143,79 [6,6] [1,1] [1]
#CANCEL_POSITION= 135,75 [6,6] [1,1] [1]
}

{
#NAME= UK Build Up Transport - Liverpool -> Brest
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 112
#TRIGGER= 100
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 3,5
#LENGTH= 5
#RANGE= 15
#NAVAL_CRUISE= 1
#BUILD_LENGTH= 0
; Brest
#GOAL_POSITION= 138,87
#DATE= 1914/01/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Liverpool
; 2nd Line - London
#FRIENDLY_POSITION= 141,72
#FRIENDLY_POSITION= 147,77
; Set variable conditions:
; 1st Line - UK politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 112 [2] [100] [0]
; Set tactical conditions:
; 1st Line - London not tactically threatened
#TACTICAL_CONDITION= 147,77 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; 1st Line - 1 Axis unit within range of London
#CANCEL_POSITION= 147,77 [15,15] [1,1] [1]
#CANCEL_POSITION= 135,75 [6,6] [1,1] [1]
#CANCEL_POSITION= 134,84 [6,6] [1,1] [1]
}


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; France
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;
{
#NAME= France Build Up Transport - Algiers -> Marseille
#POPUP=
#FLAG= 1
#TYPE= 1
#COUNTRY_ID= 40
#TRIGGER= 100
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 200[1]
#SIZE= 1,2
#LENGTH= 5
#RANGE= 15
#NAVAL_CRUISE= 1
#BUILD_LENGTH= 0
; Marseille
#GOAL_POSITION= 157,98
#DATE= 1914/01/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Algiers
#FRIENDLY_POSITION= 152,113
; Set variable conditions:
; 1st Line - France politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 40 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Algiers not tactically threatened
#TACTICAL_CONDITION= 152,113 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; 1st Line - 1 Axis unit within range of Algiers
#CANCEL_POSITION= 152,113 [1,1] [1,1] [1]
}


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; USA
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;
{
#NAME= USA Build Up Transport - Liverpool -> Brest
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 115
#TRIGGER= 100
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 2,4
#LENGTH= 5
#RANGE= 15
#NAVAL_CRUISE= 1
#BUILD_LENGTH= 0
; Brest
#GOAL_POSITION= 138,87
#DATE= 1914/01/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Liverpool
; 2nd Line - London
#FRIENDLY_POSITION= 141,72
#FRIENDLY_POSITION= 147,77
; Set variable conditions:
; 1st Line - USA politically aligned with Allies and not surrendered
; 2nd Line - UK politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 115 [2] [100] [0]
#VARIABLE_CONDITION= 112 [2] [100] [0]
; Set tactical conditions:
; 1st Line - London not tactically threatened
#TACTICAL_CONDITION= 147,77 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; 1st Line - 1 Axis unit within range of London
#CANCEL_POSITION= 147,77 [15,15] [1,1] [1]
#CANCEL_POSITION= 135,75 [6,6] [1,1] [1]
#CANCEL_POSITION= 134,84 [6,6] [1,1] [1]
}

{
#NAME= USA Build Up Transport - Liverpool -> St. Nazaire
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 115
#TRIGGER= 100
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 2,2
#LENGTH= 5
#RANGE= 15
#NAVAL_CRUISE= 1
#BUILD_LENGTH= 0
; St. Nazaire
#GOAL_POSITION= 142,89
#DATE= 1914/01/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Liverpool
; 2nd Line - London
#FRIENDLY_POSITION= 141,72
#FRIENDLY_POSITION= 147,77
; Set variable conditions:
; 1st Line - USA politically aligned with Allies and not surrendered
; 2nd Line - UK politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 115 [2] [100] [0]
#VARIABLE_CONDITION= 112 [2] [100] [0]
; Set tactical conditions:
; 1st Line - London not tactically threatened
#TACTICAL_CONDITION= 147,77 [1]
; Set dummy activate position (no units at position 0,0)
#ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0]
; 1st Line - 1 Axis unit within range of London
#CANCEL_POSITION= 147,77 [15,15] [1,1] [1]
#CANCEL_POSITION= 135,75 [6,6] [1,1] [1]
#CANCEL_POSITION= 134,84 [6,6] [1,1] [1]
}

{
#NAME= USA Build Up Transport - New York -> Brest
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 115
#TRIGGER= 100
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 1,2
#LENGTH= 5
#RANGE= 15
#NAVAL_CRUISE= 1
#BUILD_LENGTH= 1
; Brest
#GOAL_POSITION= 138,87
#GOAL_POSITION= 14,108
#GOAL_POSITION= 40,108
#DATE= 1914/01/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Washington D.C.
#FRIENDLY_POSITION= 4,108
; Set variable conditions:
; 1st Line - USA politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 115 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Washington D.C. not tactically threatened
#TACTICAL_CONDITION= 4,108 [1]
; No transports already collecting at initial waypoint
#ACTIVATE_POSITION= 14,108 [0,0] [0,0] [2]
; 1st Line - 1 Axis unit within range of Washington D.C.
#CANCEL_POSITION= 4,108 [10,10] [1,1] [1]
}

{
#NAME= USA Build Up Transport - New York -> Lorient
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 115
#TRIGGER= 100
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 1,2
#LENGTH= 5
#RANGE= 15
#NAVAL_CRUISE= 1
#BUILD_LENGTH= 1
; Lorient
#GOAL_POSITION= 140,88
#GOAL_POSITION= 14,112
#GOAL_POSITION= 40,108
#DATE= 1914/01/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Washington D.C.
#FRIENDLY_POSITION= 4,108
; Set variable conditions:
; 1st Line - USA politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 115 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Washington D.C. not tactically threatened
#TACTICAL_CONDITION= 4,108 [1]
; No transports already collecting at initial waypoint
#ACTIVATE_POSITION= 14,108 [0,0] [0,0] [2]
; 1st Line - 1 Axis unit within range of Washington D.C.
#CANCEL_POSITION= 4,108 [10,10] [1,1] [1]
}

{
#NAME= USA Build Up Transport - New York -> St. Nazaire
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 115
#TRIGGER= 100
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 0[0]
; lower size in order to have the plan add HQs and Artillery in secondary planning
#SIZE= 1,2
#LENGTH= 5
#RANGE= 15
#NAVAL_CRUISE= 1
#BUILD_LENGTH= 1
; St. Nazaire
#GOAL_POSITION= 142,89
#GOAL_POSITION= 10,110
#GOAL_POSITION= 40,108
#DATE= 1914/01/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Washington D.C.
#FRIENDLY_POSITION= 4,108
; Set variable conditions:
; 1st Line - USA politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 115 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Washington D.C. not tactically threatened
#TACTICAL_CONDITION= 4,108 [1]
; No transports already collecting at initial waypoint
#ACTIVATE_POSITION= 14,108 [0,0] [0,0] [2]
; 1st Line - 1 Axis unit within range of Washington D.C.
#CANCEL_POSITION= 4,108 [10,10] [1,1] [1]
}

{
#NAME= USA Build Up Transport - New York -> Plymouth
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 115
#TRIGGER= 100
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 0[0]
#SIZE= 2,3
#LENGTH= 5
#RANGE= 15
#NAVAL_CRUISE= 1
#BUILD_LENGTH= 1
; Plymouth
#GOAL_POSITION= 137,80
#GOAL_POSITION= 14,108
#GOAL_POSITION= 40,108
#DATE= 1914/01/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Washington D.C.
#FRIENDLY_POSITION= 4,108
; Set variable conditions:
; 1st Line - USA politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 115 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Washington D.C. not tactically threatened
#TACTICAL_CONDITION= 4,108 [1]
; CP units near Paris
#ACTIVATE_POSITION= 151,84 [1,1] [1,1] [1]
; 1st Line - 1 Axis unit within range of Washington D.C.
#CANCEL_POSITION= 4,108 [10,10] [1,1] [1]
}

{
#NAME= USA Build Up Transport - New York -> Bristol
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 115
#TRIGGER= 100
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 0[0]
; lower size in order to have the plan add HQs and Artillery in secondary planning
#SIZE= 2,3
#LENGTH= 5
#RANGE= 15
#NAVAL_CRUISE= 1
#BUILD_LENGTH= 1
; Bristol
#GOAL_POSITION= 141,77
#GOAL_POSITION= 14,108
#GOAL_POSITION= 40,108
#DATE= 1914/01/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Washington D.C.
#FRIENDLY_POSITION= 4,108
; Set variable conditions:
; 1st Line - USA politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 115 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Washington D.C. not tactically threatened
#TACTICAL_CONDITION= 4,108 [1]
; CP units near Paris
#ACTIVATE_POSITION= 151,84 [1,1] [1,1] [1]
; 1st Line - 1 Axis unit within range of Washington D.C.
#CANCEL_POSITION= 4,108 [10,10] [1,1] [1]
}

{
#NAME= USA Build Up Transport - New York -> Liverpool
#POPUP=
#FLAG= 1
#TYPE= 2
#COUNTRY_ID= 115
#TRIGGER= 100
#LEVEL= 0
;Set global variable condition to always trigger (dummy value)
#GV= 1[1,100]
;Set link value to always trigger (dummy value)
#LINK= 0[0]
; lower size in order to have the plan add HQs and Artillery in secondary planning
#SIZE= 2,3
#LENGTH= 5
#RANGE= 15
#NAVAL_CRUISE= 1
#BUILD_LENGTH= 1
; Liverpool
#GOAL_POSITION= 140,72
#GOAL_POSITION= 14,108
#GOAL_POSITION= 40,108
#DATE= 1914/01/01
#STEAL= 0
; Set friendly positions:
; 1st Line - Washington D.C.
#FRIENDLY_POSITION= 4,108
; Set variable conditions:
; 1st Line - USA politically aligned with Allies and not surrendered
#VARIABLE_CONDITION= 115 [2] [100] [0]
; Set tactical conditions:
; 1st Line - Washington D.C. not tactically threatened
#TACTICAL_CONDITION= 4,108 [1]
; CP units near Paris
#ACTIVATE_POSITION= 151,84 [1,1] [1,1] [1]
; 1st Line - 1 Axis unit within range of Washington D.C.
#CANCEL_POSITION= 4,108 [10,10] [1,1] [1]
}
